def bind(self, location: int, shader: Shader): stride = self.stride * sizeof(GLfloat) offset = self.offset * sizeof(GLfloat) glEnableVertexAttribArray(location) glVertexAttribPointer(location, self.vertex_size, GL_FLOAT, GL_FALSE, stride, offset) glBindAttribLocation(shader.handle, location, bytes(self.name, "utf-8"))
def bind_data(entity): glBindVertexArray(entity.asset.vertex_array_id) glBindBuffer(GL_ARRAY_BUFFER, entity.asset.vertex_buffer_id) for position, name, gl_type, size, stride, offset in entity.asset.attributes: glVertexAttribPointer(position, size, gl_type, GL_FALSE, stride, offset) glEnableVertexAttribArray(position) glBindAttribLocation(entity.asset.shader.handle, position, bytes(name, "utf-8")) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, entity.asset.index_buffers[entity.asset.current_index_buffer_id].id)
def __init__(self, vertex_shader: Shader, fragment_shader: Shader, attributes=(), uniforms=None): """ The process of creating a shader can be divided into 6 steps: 1. Create an ID. 2. Attach shaders. 3. Bind attributes. 4. Link program. 5. Validate program. 6. Bind uniforms. Args: vertex_shader: fragment_shader: attributes: uniforms: A dictionary with the names of the uniform as the key, and the uniform (glsl value) as value. """ if uniforms is None: uniforms = {} handle = -1 attribute_location = {} uniform_location = {} try: handle = glCreateProgram() glAttachShader(handle, vertex_shader) glAttachShader(handle, fragment_shader) for index, name in enumerate(attributes): glBindAttribLocation(handle, index, c_string(name)) attribute_location[name] = index glLinkProgram(handle) glValidateProgram(handle) for uniform in uniforms: uniform_location[uniform] = glGetUniformLocation( handle, c_string(uniform)) except GLException: debug_program(handle) super(Program, self).__init__(handle) self.vertex_shader = vertex_shader self.fragment_shader = fragment_shader self.attribute_location = attribute_location self.uniform_location = uniform_location self.uniforms = uniforms if CHECK_ERROR: debug_program(self)
def __init__(self, shaders, attributes, uniforms): vertex_shader = shaders[0] fragment_shader = shaders[1] vertex_handle = glCreateShader(GL_VERTEX_SHADER) glShaderSource( vertex_handle, 1, cast(pointer(pointer(create_string_buffer(vertex_shader))), POINTER(POINTER(GLchar))), None) glCompileShader(vertex_handle) fragment_handle = glCreateShader(GL_FRAGMENT_SHADER) glShaderSource( fragment_handle, 1, cast(pointer(pointer(create_string_buffer(fragment_shader))), POINTER(POINTER(GLchar))), None) glCompileShader(fragment_handle) # Create attributes. attribute_mapping = [] for attribute in attributes: attribute_mapping.append(create_string_buffer(attribute)) try: # Create program. program_handle = glCreateProgram() glAttachShader(program_handle, vertex_handle) glAttachShader(program_handle, fragment_handle) for index, name in enumerate(attributes): # CHANGED glBindAttribLocation(program_handle, index, name) glLinkProgram(program_handle) glValidateProgram(program_handle) glUseProgram(program_handle) except GLException: # Print errors. status = GLint() glGetShaderiv(vertex_handle, GL_INFO_LOG_LENGTH, byref(status)) output = create_string_buffer(status.value) glGetShaderInfoLog(vertex_handle, status, None, output) print(output.value.decode('utf-8')) status = GLint() glGetShaderiv(fragment_handle, GL_INFO_LOG_LENGTH, byref(status)) output = create_string_buffer(status.value) glGetShaderInfoLog(fragment_handle, status, None, output) print(output.value.decode('utf-8')) status = GLint() glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, byref( status)) # Getting the number of char in info log to 'status' output = create_string_buffer(status.value) # status.value) glGetProgramInfoLog(program_handle, status, None, output) print(output.value.decode('utf-8')) # # Get uniform location. # uniform_mapping = {} # for uniform in uniforms: # name = create_string_buffer(uniform) # location = glGetUniformLocation(program_handle, cast(pointer(name), POINTER(GLchar))) # uniform_mapping[uniform] = location active_shaders = GLint() glGetProgramiv(program_handle, GL_ACTIVE_UNIFORMS, active_shaders) buffer_size = GLsizei(255) data_type = GLenum(0) string_buffer = create_string_buffer(buffer_size.value) name = c_char_p(addressof(string_buffer)) uniform_mapping = {} for index in range(active_shaders.value): glGetActiveUniform(program_handle, index, buffer_size, None, None, byref(data_type), name) if name.value in uniforms: location = glGetUniformLocation( program_handle, cast(pointer(name), POINTER(GLchar))) uniform = Uniform(name.value, location, data_type.value) uniform_mapping[name.value] = uniform super().__init__(program_handle) self.uniforms = uniform_mapping self.attributes = attribute_mapping
def __init__(self, shaders, attributes, uniforms): # Create vertex shader. vertex_shader = shaders[0] vertex_handle = glCreateShader(GL_VERTEX_SHADER) glShaderSource(vertex_handle, 1, c_string_array(vertex_shader), None) glCompileShader(vertex_handle) # Create fragment shader. fragment_shader = shaders[1] fragment_handle = glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(fragment_handle, 1, c_string_array(fragment_shader), None) glCompileShader(fragment_handle) try: # Create program. program_handle = glCreateProgram() # Attach shaders glAttachShader(program_handle, vertex_handle) glAttachShader(program_handle, fragment_handle) # Bind attributes. for index, name in enumerate(attributes): glBindAttribLocation(program_handle, index, c_string(name)) # Link, validate and use. glLinkProgram(program_handle) glValidateProgram(program_handle) glUseProgram(program_handle) except GLException: # Print errors. status = GLint() glGetShaderiv(vertex_handle, GL_INFO_LOG_LENGTH, byref(status)) output = create_string_buffer(status.value) glGetShaderInfoLog(vertex_handle, status, None, output) print(output.value.decode('utf-8')) status = GLint() glGetShaderiv(fragment_handle, GL_INFO_LOG_LENGTH, byref(status)) output = create_string_buffer(status.value) glGetShaderInfoLog(fragment_handle, status, None, output) print(output.value.decode('utf-8')) status = GLint() glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, byref( status)) # Getting the number of char in info log to 'status' output = create_string_buffer(status.value) # status.value) glGetProgramInfoLog(program_handle, status, None, output) print(output.value.decode('utf-8')) # Query uniform data. active_uniforms = GLint() glGetProgramiv(program_handle, GL_ACTIVE_UNIFORMS, active_uniforms) buffer_size = GLsizei(255) data_type = GLenum(0) string_buffer = create_string_buffer(buffer_size.value) name = c_char_p(addressof(string_buffer)) uniform_mapping = {} for index in range(active_uniforms.value): glGetActiveUniform(program_handle, index, buffer_size, None, None, byref(data_type), name) if name.value in uniforms: location = glGetUniformLocation( program_handle, cast(pointer(name), POINTER(GLchar))) uniform = Uniform(name.value, location, data_type.value) uniform_mapping[name.value] = uniform self.id = GLuint(program_handle) self.uniforms = uniform_mapping self.attributes = attributes
def create(cls, vertex_source, fragment_source, attributes, uniforms): number_of_string = 1 # Create vertex shader. vertex_handle = glCreateShader(GL_VERTEX_SHADER) glShaderSource(vertex_handle, number_of_string, c_pointer_to_char_pointers(vertex_source), None) glCompileShader(vertex_handle) # Create fragment shader. fragment_handle = glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(fragment_handle, number_of_string, c_pointer_to_char_pointers(fragment_source), None) glCompileShader(fragment_handle) # Create attributes. attribute_mapping = [] for attribute in attributes: attribute_mapping.append(c_string(attribute)) try: # Create program. program_handle = glCreateProgram() glAttachShader(program_handle, vertex_handle) glAttachShader(program_handle, fragment_handle) for index, name in enumerate(attribute_mapping): glBindAttribLocation(program_handle, index, name) glLinkProgram(program_handle) glValidateProgram(program_handle) glUseProgram(program_handle) except GLException as error: # Print vertex shader errors. status = GLint() glGetShaderiv(vertex_handle, GL_INFO_LOG_LENGTH, byref(status)) output = create_string_buffer(status.value) glGetShaderInfoLog(vertex_handle, status, None, output) print(output.value.decode('utf-8')) # Print fragment shader errors. status = GLint() glGetShaderiv(fragment_handle, GL_INFO_LOG_LENGTH, byref(status)) output = create_string_buffer(status.value) glGetShaderInfoLog(fragment_handle, status, None, output) print(output.value.decode('utf-8')) # Print program errors. status = GLint() glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, byref( status)) # Getting the number of char in info log to 'status' output = create_string_buffer(status.value) # status.value) glGetProgramInfoLog(program_handle, status, None, output) print(output.value.decode('utf-8')) raise error # Get uniform location. uniform_mapping = {} for uniform in uniforms: name = c_string(uniform) location = glGetUniformLocation( program_handle, cast(pointer(name), POINTER(c_char))) uniform_mapping[uniform] = location return cls(program_handle, uniform_mapping)